Dud joined Jun 26, 2007

For those that do not know me I am an die hard Halo fan. When I am not playing Medieval 2, WiC, or Halo 3 I am working on my mod, Broken Arrow, which will be the first vietnam era RTS game ever created, so on behalf of the team I would like to say we are really excited. :) If you would like to join the mod please contact me at my email above or by PM.

I would take things a step further than mere separation of units between Marines and ODSTs. Helljumpers are special forces, so it would make no sense for the player to use Marines early in the game and then switch production to ODSTs once he unlocks the prerequisite technologies. (which is what happens in nearly all RTS games, the player will stop producing the inferior unit if an all around better one becomes available) I also think that producing them at a barracks doesn't put enough emphasis on the fact that their job is to drop from orbit. My suggestion would be to not make them available at the barracks at all, but after a simple tech upgrade you can call them down as a special ability. Of course this ability would have a fast recharge rate so while they aren't going to be your main infantry force (the main body of your infantry being ODSTs would be ridiculous, which is what would happen) they will still make up a significant part of it. Personally I think they should be given battle rifles with maybe one shotgun in the squad.

The warthog variants should be separate units. The LAAG (chaingun) should be most effective against infantry while the rocket hog should be more effective against vehicles and aircraft. The rocket hog should be more expensive, and later in the game you could upgrade it to a gauss. The gauss should be all around better than the rocket hog but still not quite as effective against infantry as the LAAG, while coming at a much higher price. This ensures that the player still has some incentive to build the lAAG later in the game. The APC hog from Halo 3 would also be interesting to include.

Criticism is important for all artistic, professional, and recreational works. While it is essential that we show modders our appreciation and support through positive feedback, criticism is constructive and grants them a new perspective from their fan base. Should they choose to consider it, these opinions (if reasonable and educated, not impolite or insulting) can help them improve their work. If I didn't support this mod I wouldn't care to give an opinion. Giving negative feedback for a particular item in no way implies that I don't like the mod. I point out issues about my country all the time, but moving is not the next logical option. If the developers didn't give a **** about the fanbase then this mod would not be on moddb. Your comments would be equally as unimportant. Of course it is their mod. I'm not telling them what to do, simply offering my opinion, and I will continue to supply my honest opinion for a mod I follow and support. It's up to them if they want to consider it or not.

I should ALSO mention that typing with CAPS LOCK ON does NOT add any substance to your post. It ACTUALLY just makes you look like a ******** who CAN'T MAKE A POINT WITHOUT IT.

I've examined the picture thoroughly, and I admire the time and effort the modeller put into this. The UNSC arsenal is surprisingly conventional for a series taking place 500 years into the future. This was intentional, a deliberate point in the design of Halo: that weapons and vehicles of the UNSC mimic a modern arsenal. Bungie wanted them to feel like humanity as we know it. Jeeps, tanks, dropships, fighters, automatic rifles, burst rifles, sniper rifles, rocket launchers, shotguns, etc. Sure there were a few departures from this at one time or another. The spartan laser for example: a futuristic weapon that fills the familiar role of anti vehicle. A mech has no combat role that couldn't be better filled with another existing vehicle. It is an outlandish concept that exists for no other purpose than to look cool. I have nothing against mechs, but they are out of place in the UNSC and do not belong in Halo. If you disagree you're welcome to make your point, but don't respond to criticism by calling me dumb and saying it's awesome.

I love the complexity and amount of work you put into this mod, its far beyond me. I have to say though I can't remember the last time there was any sort of media or video displaying anything besides missiles, missiles, exploding missiles, missiles shooting down other missiles, planes shooting down missiles, ground units shooting down missiles, missiles shooting down planes, missiles shooting destroying ground units, etc etc. The mechanics behind it all are truly fascinating, but it would be nice to see something else from the mod other than missile footage :D

You've always been adamantly opposed to the design but in all honesty I don't mind the Reach variant at all...cannons that big are clearly meant for ship to ship combat. Archers can be destroyed by point defense and it's unrealistic to rely on the MAC for all heavy fighting, especially if you're up against numerous smaller ships.

I would suggest diverging the roles, making this hog vulnerable to aircraft and infantry while packing a bit more of a punch against vehicles than the default. I would advise against adding the Reach variant along with this, as it would make it difficult to clearly define where one role ends and the other begins.

The gauss hog should just be an upgrade to the standard warthog, if included at all.

Most prominent amidst the extensive list of problems I find with this trailer; the material is, simply, not recognizable as Halo unless closely examined. For most of the duration of the video, all that one can plainly see are the ships that you have designed yourself, which I find to be horribly ugly. Whether or not you agree with my taste, this simple truth remains - that while it is acceptable to fill the gaps in the unit roster with creations of your own, such units should shy away from the spotlight so that preexisting ones may take it. This adds to the fan recognition of the mod and helps it better represent and reflect the universe you claim it takes place in. If you simply must make your additions a major part of the experience, you should at very least make sure that they resemble the precedent, which your designs do not do.

We are looking for help in every way, shape, or form, so if there is something you can do, we would be happy to let you. If you can do coding in particular, that would be great. Currently that's what we really need help on.

If you know people that can mod, maybe post a link on your site or mention it in your blog or to your friends, that would also help. Like I said, we accept help wherever we can get it.